**Collectibles** | # |
---|---|
Voxophones | 2 |
Kinetoscopes | 0 |
Telescopes | 0 |
Infusion Upgrades | 0 |
Equippable Gear | 1 |
Engineering Deck¶
Now that we are back inside, grab the salts here if you need them and climb the stairs all the way to the top. Enter the door there. Weare now at the end of a fairly long, large room.
The room consists of two smaller rooms adjoined by an open door halfway. The first room has raised platforms on the left and right sides running almost the length of the area, there is a sky-line here encircling the room. The second room in the distance is much smaller and has a pair of wall mounted auto-turrets flanking the doorway. The next fight is a little tricky so due to the presence of said turrets, for now, we need to try and keep the fight quarantined to the first, larger room.
The first room has a number of tears to use.
**Tears in this Location** |
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Friendly auto-turret on the right hand raised platform. Crate of medical kits on the ground below the far end of the raised platform on the left. Friendly Rocket auto-turret on a platform in the centre of the room. |
As we enter the first room, a good number of 5-6 Vox soldiers will begin to attack you. As the battle is joined, a handyman will also come crashing into the area from the room at the back of the area. This will encourage a few more Vox soldiers to join him.
The best way to deal with the situation is to ride the sky-line around the room and whilst on it activate one of the auto-turrets. Return to the entrance to the room and help the turret out by picking off enemies in the distance. When the handyman comes to meet you here, either take him on immediately before clearing the soldiers from the rest of the room, or alternatively, when he arrives, hop back on the sky-line and ride it back to the far end (activating the other turret if the first is no longer functioning). Again when the handyman approaches, return to the start of the area.
By avoiding the handyman and kiting him around the room, there is a good chance that he will wipe out a number of Vox soldiers for you. When no more soldiers are lurking about, finish off the handyman. Once he is dead loot the gift he drops containing a piece of Equippable Gear [1/1] .
Go over to the entrance to the back room. Killing the handyman will have allowed an additional 4-5 Vox soldiers to spawn in there. Take them out from cover you can use in the first room. When they are dead, climb the stairs to the second room. As we do the wall mounted auto-turrets flanking the doorway will activate. Try to edge up the stairs whilst facing each side to eliminate them one at a time.
Now that the room is clear, climb the stairs and make your way to the very back of the room. Here you will find a Minuteman’s Armory vending machine, so upgrade your weapons if you wish to do so.
When you are ready to continue, use the sky-line here. Ride it all the way around to the far end of the ship and drop down on the deck below when you are able to do so. Enter the door here.
Approach the sculpture in the middle of the room for a conversation, and then continue through the door behind it when Elizabeth opens it for you. Approach the far end of the room here for a scene. Hit the buttons when prompted.
Once the scene has finished, enter the door behind the fountain. Climb the stairs and follow the wooden walkway until you reach another short set of stairs. At the top of these, ignore the larger set of stairs leading more for the moment. On this platform here are two doors we can enter.
The door on the left is an office area with a desk inside with a Voxophone [1/2] and a hand cannon sitting on it. The door on the right is a bedroom and in here. Mounted on the wall next to the door is a sniper rifle and a shotgun and on the bed nearby is another Voxophone [2/2] .
Exit back to the main area and climb the stairs. Follow the walkway to the end and have Elizabeth unlock the door here. Once inside, interact with the control panel directly in front of you for a scene.
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